Detailed guide to the Pathfinder of Harmony in Honkai: StarRail with a detailed analysis of all mechanics and tips on creating the best build. We will show a list of suitable light cones и artifacts, we will present the optimal final characteristics, as well as assemblies teams with different combinations between characters. From the guide you will learn a comfortable rotation within turn-based battles, as well as everything that the Pathfinder (Imaginary) needs for leveling up.
The Pathfinder of Harmony is an official member of the Star Express crew, walking along the Path of Mastery in order to prevent the disaster of the “tumor of all worlds”, Stellaron. The Path receives new strength in the course of resolving conflicts on the planet of festivities Penaconia. In the game, in addition to the already existing “shells” of Conservation and Destruction, he is represented by a character of the Harmony class and is endowed with an imaginary type of damage.
Rating | S position in dash list |
Rarity | ⭐⭐⭐⭐⭐ |
[Type] element | Imaginary Damage |
Path | Harmony |
when added to the game | May 8, 2024 (patch 2.2) |
How to get a character | Complete the Penaconia story quest |
Gender | Female Male |
Home region | No |
Role in the squad | Buffer |
Role in the game | Main character, crew member of the Star Express |
signature light cone | No |
Voice actresses of the female version |
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Male version voice actors |
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Biography and history of the Pioneer
Pathfinder Imaginary from Honkai: Star Rail is a character in the story of Conquest and the vessel that contains the dangerous object Stellaron. Together with the Nameless Ones, the hero arrives at the Festival of Harmony, which is organized by a faction of Penaconia leaders. As part of the story, the crew members find themselves drawn into the plans of hunters for the legacy of the mysterious "Clockmaker", and also investigate unexpected and tragic deaths in the illusory Dream World.
In parallel with the main events, the Pathfinder enters into an alliance with Chasik, who is seen only by members of the Star Express crew. The revelation of the dark secret of the Dream World and the true motives of the Oak clan does not leave the Nameless Ones indifferent - the heroes decide to accept the legacy of the “Clockmaker” and with its help oppose the Heavenly Choir, the followers of Order.
How to get the Imaginary Pathfinder in Honkai: Star Rail
During the progression of the Reconstruction mission chain "In our time" The pioneer will be able to open a new Path of Harmony. Go through the following steps to make a Pathfinder Imaginary:
- start negotiations with Sunday as part of the main quest "Beauty and Destruction";
- discover the Clockmaker's true identity in a spin-off mission “When you wake up, cry”.
For beginners, in turn, a perpetual event “When harmony sounds...” is available, thanks to which you can get an Imaginary GG in the initial stages of Mastery. To unlock the event you must win Kokolia and complete the Reconstruction mission “Return” from the Yarilo-VI story campaign.
The new Path will automatically appear in the hero class selection menu, and if desired, you can change it back to Destruction or Preservation. Equipment is assigned to each character class separately, so it is necessary to assemble the Pathfinder of Harmony again or switch existing relics to a new Path.
How to open all eidolons of the Imaginary GG
For completing the Reconstruction mission "And on the eighth day" you can get the first “Shadow of Harmony” - an eidolon for the hero. The resource is also given as a reward for reaching levels 40, 45 and 50 Chasik statues. To upgrade the object you will need hour credits, which are given as a reward for completing adventure tasks on the entertainment glider, as well as participating in other in-game activities on the planet.
Features
Simultaneously with leveling up, the basic parameters of the character increase - health, defense and attack power. You can get acquainted with the exact values depending on the stage of elevation using the table:
Level of | Base attack power | Basic protection | Basic Health | base speed | Basic taunt |
1 | 61 | 92 | 148 | 105 | 100 |
20 | 118 | 180 | 288 | 105 | 100 |
30 | 173 | 263 | 421 | 105 | 100 |
40 | 228 | 347 | 554 | 105 | 100 |
50 | 282 | 430 | 687 | 105 | 100 |
60 | 337 | 513 | 821 | 105 | 100 |
70 | 392 | 596 | 954 | 105 | 100 |
80 | 446 | 679 | 1087 | 105 | 100 |
Taunt and speed are fixed characteristics, so they do not change when leveling up.
Basic skills
The imaginary GG has a fairly simple set of skills, where superpowers play a key role. Using the ultimate, the character allows allies to deal additional “super penetration damage” for attacking a monster with a destroyed durability bar. The game's effectiveness from the superpower is provided through talent and passive trace enhancements that are activated in various combat situations.
At the same time, the basic abilities, namely a single attack and a skill, do not contain enhancements for the team and perform only the standard functions of generating action points and reducing imaginary vulnerability. On the one hand, this feature greatly simplifies the gameplay, on the other hand, it reduces the importance of the hero in the group due to the limited mechanics.
Next, we’ll look at how the active and passive skills of the Imaginary Pathfinder work, consider the order of leveling up skills, and also show the priority eidolons.
Active skills
- Technique "Now! Solo troupe! || Support
When entering battle after using a technique, the penetration effect of all allies increases by 30% for 2 turns.
- Basic Attack "Swing Etiquette" || Single attack
Makes an attack with imaginary damage equal to 50-130% from attack power.
- Emboldening Salvo "Rain of Gifts Interlude" || Rebound
Deals imaginary damage to the selected enemy equal to 25-62,5% depending on the attack power, then carries out 4 additional hits. Each hit deals imaginary damage to a random enemy equal to 25-62,5%.
- Superpower "Noisy Parade of Lanterns" || Support
Cost: 140 units.
Applies the "Backup Dancer" effect to all allies for 3 turns, the duration is reduced by 1 at the beginning of the Pathfinder's duration. Squad members affected by the “Reserve Dancer” status receive a bonus 15-37,5% to the penetration effect. When a follower attacks an enemy with a broken vulnerability, toughness reduction damage is converted to “super penetration damage” 1 time per attack.
Passive skills
- Talent "The Full Spectrum of High Song" || Weakening
Destroying an enemy's fortitude restores 5-13 units energy.
The order of leveling abilities
Superpower ≥ Talent > Skill = Basic Attack
Among all the skills of GG Harmony superpower is of key importance, as it imposes a positive effect on allies and increases the characteristics penetration effect. The second ability recommended for leveling up is талант, compensating for the high energy costs of the ultimate.
First of all, the character is a buffer, so he is not aimed at causing damage. Accordingly, investing resources in the damaging skills of the Imaginary Pathfinder, namely the basic strike and skill, is not a priority.
Tracks
Passive skills of the Harmony Pathfinder, represented by the following:
Penetration effect +5,3% (level 1) | |||
"Dance for me": When there are 5 or more/4/3/2/1 opponents on the field, the “super penetration damage” from the “Backup Dancer” effect is increased by 20/30/40/50/60%, respectively. | Imaginary damage +3,2% (A2) | Penetration effect +5,3% (A3) | |
Status Resistance +4% (A3) | |||
"Go with the flow": Using the skill increases the damage from the first penetration of a vulnerability in battle by 100%. | Penetration effect +8% (A4) | Imaginary damage +4,8% (A5) | |
Penetration effect +8% (A5) | |||
"Theater Hat": When an ally breaks a vulnerability, the opponent's action is delayed by an additional 30%. | Status Resistance +6% (A6) | Imaginary damage +6,4% (level 75) | Penetration effect +10,7% (level 80) |
General increases to parameters after studying all traces:
- penetration effect - 37,3%.
- Effect resistance - 10%.
- imaginary damage - 9,6%.
Eidolons [Constellations]
All Eidolons of the Imaginary Pathfinder:
number | Name | <font><font>Materials</font></font> |
1 | Your best place | The first use of a skill per battle restores 1 skill point. |
2 | Rainbow behind prison walls | At the start of battle, your energy recovery rate is increased by 25% for 3 turns. |
3 | Sanatorium for a whole pause | Skill level +2, talent level +2. The maximum level is 15. |
4 | Crown with white doves | The penetration effect of all allies except the Pathfinder increases by 15% of the value of this hero’s characteristic. The effect works while the Pathfinder is on the battlefield. |
5 | Poems on an old tune | Superpower level +2, maximum - 15. Basic strike level +1, maximum - 10. |
6 | Tomorrow, life under the spotlight | The number of additional hits of the skill increases by 2. |
The best eidolons of the Pathfinder of Harmony - E2, E4, E6:
- E2 greatly speeds up the process of gaining energy in the initial stages of the battle, significantly increasing the damage needed to break through the opponent’s resistance for the first time. In favorable conditions, it allows you not to delay the fight against elite monsters, and also allows you to quickly deal with ordinary enemies at the beginning of the team rotation.
- E4 gives a good increase to the effect of breaking through teammates, which scales with the character’s own stat value. The bonus works well in combination with the “Spare Dancer” effect, further increasing the DPS of allies regardless of their personal build.
- E6 makes it easier to gain superpower energy, as the total number of charges for the skill increases. In addition, it helps to more effectively reduce the enemy’s imaginary durability bar, thereby more effectively helping the team with incapacitating the enemy.
Advantages and Disadvantages of the Imaginary Pioneer
Like all characters, the Imaginary GG has his own unique set of positive and negative traits:
Advantages | Disadvantages |
Suitable for any team to increase damage from the destruction of stamina and inflict additional damage. Passively increases the penetration effect, can be played with the set "The Watchmaker of Sleepy Shenanigans" and delay the actions of enemies with destroyed vulnerability. | In the absence of alternative supports, the Path of Harmony is a good “stub” for the squad, however cannot replace a narrowly targeted (de-)buffer. Despite good compatibility with any team, it demonstrates high efficiency only in groups focused on penetration. |
The high cost of the ultimate compensated by the duration of the “Backup Dancer” effect, which works for three hero turns. In addition, the character has additional energy source in the form of talent and acceleration of resource recovery on E2. | Quite a niche character with limited functionality. At E0 it is useful for the team by breaking through the skill, a buff from the “Reserve Dancer” status and delaying actions, and with E4 it additionally increases the effect of breaking through teammates. All buffs have a narrow focus, so the hero cannot compete with more versatile supports. |
Exclusively easy to assemble, as it focuses on maximizing just three stats: penetration effect, speed and energy recovery. As a rule, the assembly is supplemented with stats that affect survivability, but if desired, you can also focus on damage. | It is not distinguished by high skill damage multipliers, and against enemies without an imaginary weakness, it is forced to wait for the destruction of the vulnerability through team efforts. In the described situation, he is in the squad solely for the sake of the ultimate, since not equipped with other key buffs. |
Undemanding to skill points, since the skill does not contain key buffs or high damage. The only advantage of this skill over the basic attack is that it effectively reduces the stamina scale. | More suitable for boss battlesthan with many enemies. A skill like rebound tends to “spray,” and as a result, it doesn’t always hit the right enemy. At the same time, the first trace significantly increases the “super penetration damage” with a minimum number of monsters. |
Ease of assembly, a wide range of equipment and easy gameplay make GG Harmony a great choice for F2P players. It is also important to take into account the comfort of the build through the penetration effect, where the damage as a whole depends on the value of the characteristic, as well as the levels of the hero and the monster acting as the main enemy. |
Leveling up the Imaginary Pioneer in HSR
In this section we will look at what resources are needed to raise the Imaginary Pioneer, as well as fully upgrade abilities and traces.
Elevation materials
Level of | Material 1 | Material 2 | Material 3 |
---|---|---|---|
30 | |||
40 | |||
50 | |||
60 | |||
70 | |||
80 |
To level up the Imaginary Pathfinder to level 80, the following number of consumable resources is required:
- loans ×826 — universal in-game currency, issued for completing tasks, participating in daily activities, increasing levels "Honor of the Nameless", as well as passing the “Sepal (golden)” test;
- thief instinct × 12, distorted ambitions × 13, will of the conqueror × 12 - character and weapon elevation material dropped by enemies from the Antimatter Legion on the Hertha Space Station and in Simulated Universe ;
- bottomless ecoplasm ×28 — a special consumable item that can be received as a gift for a new level of Mastery from Pom-Pom;
- traveler's guide ×289, adventure journal ×6, meeting on travel ×3.
Skill Leveling Materials
Emboldening Salvo | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
General list of consumables to level up the skills of the Mock Pathfinder:
- loans ×1 758 000;
- thief instinct ×22, distorted ambition ×35, the will of the conqueror ×20;
- heavenly note ×8, heavenly interlude ×42, heavenly melody×77 — farmed in the “Sepal (Crimson)” challenge at the Dreams Hotel (Dream World);
- imprints of fate ×12 - a rare component, mainly given out for participation in time-limited events, completing weekly tasks in Simulated Universe and level up Battle Pass;
- past wormhole disasters × 9 — reward for defeating the weekly boss “Lord of the Bug: Skarakabaz” in activity "Echoes of War: Old Wormhole Crater".
The sequence of pumping traces
Next | Material 1 | Material 2 | Material 3 | Material 4 |
---|---|---|---|---|
The Pathfinder of Harmony will need the following resources to upgrade his tracks:
- loans ×642 000;
- thief instinct ×6, distorted ambition ×7, the will of the conqueror ×22;
- heavenly note ×4, heavenly interlude ×12, heavenly melody ×28;
- imprints of fate ×2;
- past wormhole disasters ×3.
Best builds for the Imaginary Pathfinder in Honkai: Star Rail
As a follower of the Harmony class, the character is primarily focused on strengthening allies, while personal DPS potential is greatly reduced. The hero’s key role in the team is to use his superpower in a timely manner to apply the “Backup Dancer” effect to the group; during other actions, the basic strike has priority.
The ultimate buff has no scaling, and its effectiveness depends solely on the skill level and the build of other heroes in the squad. When creating a build, you need to pay special attention to the fourth eidolon, which gives teammates an increase in the penetration effect depending on the value of this parameter for the hero.
As a result, the build for the Imaginary Pioneer is based on the following characteristics:
- energy recovery rate — superpower requires 140 units. energy, so pumping up the parameter is strictly necessary;
- speed — the frequency of actions increases the speed of rotation repetition;
- penetration effect — the higher the value of the characteristic, the greater the buff allies will receive at E4;
- effect resistance — the ability to avoid the effects of negative statuses and control is critical for supports.
For better survival it is also recommended to collect health и protection through the lower characteristics in the relic parts. If you wish, you can increase your attack power and crits, but you shouldn’t expect high damage due to low scales. Next, we will consider the optimal values of the parameters and take a closer look at how to assemble the Imaginary Pioneer in Honkai: Star Rail.
Recommended characteristic values
Main characteristics in parts cave relics and planar jewelry:
Relic | Main characteristic |
Head | HP (constant) |
Arms | Attack Power (Constant) |
Body | HP/defense |
Legs | Speed - a priority |
planar sphere | HP/defense |
Connecting rope | Breakthrough effect - a priority, energy restoration - alternative |
Additional lower stats:
- penetration effect;
- speed;
- HP, defense, resistance to effects - optional.
Recommended final values for a comfortable game:
- speed: no less than 134 units, 145 when playing with the “Thalia – Land of Bandits” set;
- energy recovery: 105-120% depending on the selected light cone;
- penetration effect: 150-250%, excluding buffs during combat;
- health: 4 units and higher;
- effect resistance: 30% with studied traces.
Ultimate Light Cone [Weapon]
The weapon for the Imaginary Pathfinder must be related to the Path of Harmony in order for the bonuses and the cone skill to work in battle. When choosing a weapon “card,” pay attention to the opportunity to gain additional energy, advance the action of your teammates, or increase damage.
light cone | Effect | Recommendation |
---|---|---|
⭐⭐⭐⭐⭐ HP 48-1058 ATK 24-529 DEF 24-529 | The penetration effect is increased by 60-100%. After the owner uses a superpower, the damage done by all allies is increased by 24-40% for 3 turns. If the penetration effect becomes greater than or equal to 150%, the unit regains 1 skill point. At the beginning of each wave it is immediately restored 10-20 units energy of all allies. The effect does not stack with similar ones. | The best equipment for the Pathfinder (Imaginary), combined with his abilities. Passively increases a key stat and restores energy at the beginning of each wave. After using the ultimate, it gives a bonus to damage for the team, the duration of which coincides with the effect of “Backup Dancer” (3 turns), and decreases according to a similar principle - at the beginning of each action of the Pathfinder. |
⭐⭐⭐⭐⭐ HP 52-1164 ATK 24-529 DEF 21-463 | Energy recovery rate increases by 10-18%. When the owner uses a superpower on an ally, they regain 1 skill point (this effect can only trigger once per two uses of the superpower). After the hero activates a skill, the damage of an ally performing an action behind him increases by 30-50% for 1 turn. | A good option for restoring energy and buffing the damage dealer. The problem with the weapon lies in the need to fine-tune the speed within the team and the “obligation” to use the skill to buff the next ally in line. If the conditions are not met, the equipment will prove worse than any epic alternative. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 | Increases the penetration special effect by 28-56%. When the owner attacks, heals himself 4-8 units energy. This effect can only be triggered once per turn. | The best of the epic “cards”, as it contains both an increase in the penetration effect and acts as a source of additional energy units. On the other hand, it does not have built-in buffs for team members, so it is suitable for squads focused on breaking through vulnerabilities. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 | After the owner uses a basic attack, skill, or superpower, he applies the Childish status to all allies. This status increases the damage dealt by an ally's corresponding skill by 12-20%. The Childish status only works with the owner's last used skill, and it cannot stack. | Universal F2P weapon from "Passage of Light Cones". Requires precise thinking over the rotation of the buffer and damage dealers so that the types of skills used always match. The rule also applies to superpowers: the damage dealer's ultimate must be used before the Pathfinder's next turn while the buff is active. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 | After using a Super, all allies' actions move forward by 16-24%. | Although it does not provide tangible increases and bonuses, it has a convenient mechanics for promoting the action. Allows allies to make moves an order of magnitude earlier than enemy monsters, which can be used to advantage. For example, destroy a vulnerability to interrupt an enhanced attack. |
⭐⭐⭐⭐ HP 48-1058 ATK 19-423 DEF 15-330 | At the start of combat, when an ally deals damage of the same type as the Weapon Card's bearer's attack type, their damage dealt increases by 12-24%. | The equipment increases the damage of allies of the same element as the owner, in this case, imaginary. Can be used on the same team with Moon Eater, Dr. Ratio, Velt, or the minor-DPS Aventurine. In other situations, the passive is simply not activated. |
⭐⭐⭐⭐⭐ HP 43-953 ATK 29-635 DEF 21-463 | When any ally attacks, the wielder gains 1 level of Cantilation up to 5 times. Each level of Cantilation increases the owner's energy recovery rate by 3-5%. When the owner uses a superpower, all Cantilation charges are removed and the owner receives the Cantilation effect for 1 turn. Candenza increases attack power by 48-96% and damage caused by the team to 24-40%. | A good option with which you can pay more attention to pumping up the penetration effect. The weapon is suitable for carrying out a powerful offensive, since the damage bonus lasts only one turn after using the ult. However, at the same time, the cone provides high increases in energy recovery, which speeds up rotation and makes it easier to maintain the “Backup Dancer” status on allies. |
⭐⭐⭐ HP 38-846 ATK 14-317 DEF 12-264 | After the attack is used or received by the owner, it additionally restores 4-8 units energy. This effect can only trigger once per turn. | In the absence of available options, it is a good “card” that helps with recharging the ultimate. Can be used before receiving the “Memories of the Past” cone, which works on a similar principle, but gives additional increases to the statistic of the penetration effect. |
⭐⭐⭐⭐ HP 43-952 ATK 21-476 DEF 15-330 | At the beginning of the battle, as well as at the beginning of the weapon bearer’s turn, 1 random effect from the following is triggered:
| Light cone from PSU. Grants random buffs that change during battle. Suitable for teams where damage dealers equally need all three offered characteristics: attack power, energy recovery, crit. damage. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 | Passively increases the equipped character's attack power by 16-32%. If there are two or more heroes of the same Path at the beginning of the battle, their crit. damage increases by 16-32%. This bonus cannot stack with buffs of this type. | Thanks to the attack power buff, the weapon will slightly increase the damage from the Interlude Gift Rain skill. Due to the second part of the effect on the crit boost trigger. The damage cone becomes situational and therefore will not work for units like combining Firefly with support characters, but it will work for combining Acheron with another Nothingness hero, and so on. |
⭐⭐⭐⭐ HP 43-952 ATK 19-423 DEF 18-396 | After the owner of the skill uses the damage of an ally performing an action behind him, the damage increases by 16-32% for 1 turn. | An epic version of the legendary “The Battle Is Not Over” with fewer features. To use a weapon, you will also need to adjust the speed so that it is the main damage dealer that receives the effect, and also use the skill on an ongoing basis. |
Best Relics [artifacts]
Artifacts for the Imaginary Pioneer are selected from buffer sets and equipment for penetration effect. Equally important in assembly speed и energy recovery, and in some cases you may prefer a survival kit.
Cave Relics [Main Artifacts]
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases penetration effect by 16%. 4 parts: When the owner uses his superpower on an ally, the penetration effect of all allies is increased by 30% for 2 turns. This effect cannot stack. | The best set for buffering the penetration effect, enhancing the characteristic around which the entire mechanics of the Pioneer (Imaginary) are built. The set's passive combines harmoniously with the buffs of the ultimate, technique, and fourth eidolon, offering the team a noticeable total bonus to the penetration effect. | |
2 parts: Increases penetration effect by 16%. 2 parts: Increases speed by 6%. | A 2×2 build is used to simultaneously pump up key parameters of speed and penetration effect. The disadvantage of the combination is the lack of additional buffs that could increase the usefulness of the hero in the team. | |
2 parts: Increases speed by 6%. 4 parts: Increases the speed of all allies by 12% when the wearer uses an ultimate ability on an ally, for 1 turn. The effect does not stack. | The standard kit for supports can be used if there is no second representative of the Path of Harmony in the team, and also if the group already has a carrier of the “Clockmaker of Sleepy Machinations”. The set is less compatible with the hero’s mechanics, but is distinguished by the versatility of its effects. | |
2 parts: Increases penetration effect by 16%. 4 parts: Increases the owner's penetration effect by 16%. When the owner breaks through the enemy's vulnerability, restores 3 units. energy. | Not a bad kit with strict requirements for activating the 4-part effect. For stable energy generation, it is necessary to constantly break through the enemy's stamina bar. | |
2 parts: Increases penetration effect by 16%. 2 parts: Reduces damage taken by 8%. 2 parts: increases max. Owner's HP by 12%. | A good combination of sets for survival and penetration effect. It is recommended in case of problems with maintaining health at a safe level, at the same time, 2 parts of the set to increase health and reduce damage can be easily replaced with the “Herald” or assemble a full set of “Clockmaker”. | |
2 parts: Increases attack power by 12%. 4 parts: Increases the wearer's speed by 6%, also increases their basic attack damage by 10%. | When deploying this set, speed is valued more than other buffs, since the hero of Harmony demonstrates low potential to become a sub-DPS. In order for the basic hit damage bonus to be realized on the hero, it is necessary to additionally invest in crits and attack power. At the same time, it is important not to sacrifice the penetration effect and other basic characteristics. |
Planar Ornaments [Additional Artifacts]
Name | Effects | Recommendation |
---|---|---|
2 parts: Increases the owner's penetration effect by 16%. If the owner's speed is higher than or equal to 145 units, then his penetration effect increases by additional. 20%. | The best kit with high speed requirements. Passively increases the penetration effect, which is required in large quantities for the main assembly, and when collected 145 units. the speed bonus increases to 36%. In this version of the build, it is still necessary to collect energy restoration, as there may be problems maintaining the effect of the “Backup Dancer”. | |
2 parts: Increases speed by 6%. When the wearer attacks a target with a fire vulnerability, the penetration effect is increased by 40% for 1 turn. | A set of planar decorations can be placed on the Pathfinder if he is a support in the team for the Firefly, whose skills make enemies vulnerable to the fire type of damage. The set will not only enhance the hero’s penetration, but will also increase his speed. | |
2 parts: Increases the wearer's energy recovery rate by 5%. If the owner's speed is greater than or equal to 120 units, then at the beginning of the battle his action moves forward by 40%. | A set with an increase to restore energy and promote action at the beginning of the battle. It performs well in situations where you need to give a good “start” to the battle, for example, activate a buff of a certain cone or quickly generate energy for an ult. | |
2 parts: Increases energy recovery rate by 5%. Increases damage dealt by allies of the same type as the owner by 10%. | Alternative energy recovery gear is suitable for teams with a damage dealer of the imaginary element. The set binds the hero to certain packs, so it is not recommended as permanent equipment. | |
2 parts: Increases energy recovery speed by 5%. If the owner is not in first place in the squad, the attack power of the character in first place increases by 12%. | Unlike the previous one, this set is compatible not only with imaginary heroes, but also with other elements. However, instead of a direct increase in damage, it gives attack power. To effectively implement the buff, you need to put the main DD in the first place in the team, and the Pathfinder in the remaining free slot. | |
2 parts: Increases wearer's resistance to effects by 10%. If the wearer's resistance to effects is greater than or equal to 30%, crit. The damage of all allies is increased by 10%. | A universal support set that increases the survivability of the owner. Upon reaching 30% resistance to effects, gives the team an unlimited critical damage buff. Through traces and the first part of the set's passive, the character receives a total of 20%, so for a permanent bonus you need to find only 10% through the lower parts of cave relics and planar jewelry. | |
2 parts: Increases max. Owner's HP by 12%. If the owner's speed is higher than or equal to 120 units, then the attack power of all allies increases by additional. 8%. | Affordable and versatile kit. On a permanent basis, it increases the character's health reserve, and when pumping speed to a minimum of 120 units, it increases the attack power of allied heroes. It is not inferior in efficiency to “Broken Keel”, although it improves other indicators. |
Units for the Imaginary Pioneer
The Pioneer Imaginary in HSR is a support in groups that play from breaking through a vulnerability. The hero pairs best with characters who remove a huge portion of their stamina bar with one use of a skill, as well as with those who collect stats penetration effect as the main one. Among the preferred elements, it is worth highlighting the physical, quantum, wind and fire elements with increased damage multipliers from penetration.
However, although the hero is endowed with built-in buffs aimed at strengthening groups of specific mechanics, increasing penetration damage will indirectly strengthen any group. The exceptions are builds that do not focus on reducing the vulnerability scale.
Best characters
The table shows the characters that pair best with the Pathfinder of Harmony.
Character | Path | Damage type | Features |
---|---|---|---|
A representative of the Path of the Hunt, challenging enemies to a duel and using the penetration mechanics. At the moment, he is the best damage dealer for the Imaginary Pioneer, as it ideally suits his focus and implements all the buffer enhancements. Personal bonuses include the effectiveness of breaking through vulnerabilities and additional damage from the destruction of elemental shields. | |||
High-speed damage dealer with powerful single-target damage. Performs several sequential actions, combining skills to gain power-ups and finish off enemies. The Imaginary Hero’s buffs will not only increase the “butterfly” DPS at the moment the vulnerability scale is destroyed, but will help with additional damage when the “Spare Dancer” effect is active and delay the actions of enemy monsters. | |||
The hero's gameplay is based on bonus attacks, which are activated by skills and ultimates. The character's skills do a good job of penetrating vulnerability due to many additional attacks per cycle, but to effectively play the role of a damage dealer, Veritas must use the skill every turn. The Pathfinder will provide the hero with action points and will also be able to equip buffer equipment to enhance the main DPS of his element. | |||
Actively attacks enemies in conjunction with the subspace piggy bank, reducing the health and vulnerability of enemies with a fire weakness. The girl's element is distinguished by high damage and penetration scales, so a bonus to mechanics can strengthen the girl quite well. | |||
When using the super ability, it ignores the enemy's vulnerability, while dealing multiple damage, which allows you to deplete stamina in a short period of time and cause a breakthrough. In addition, it periodically activates a bonus attack and thereby further increases the chances of destroying the enemy's shield. | |||
Inflicts powerful ice attacks on opponents, and when using an ultimate, significantly increases your crit. damage and crit. chance. Like many representatives of the Path of Hunting, he needs constant use of the skill, so he is glad to have “friendly” teammates with action points. | |||
A physical type damage dealer aimed at one enemy at a time. When the vulnerability of any enemy on the field is destroyed, a passive talent is triggered, increasing the swordswoman’s speed. From the tracks and eidolons, Sushan also gets several benefits based on broken durability, so he will work well with the Pathfinder. | |||
A secondary damage dealer who, using a skill, applies the positive effect “Mentor” to the selected ally. It does good damage, and may well occupy the role of the main combat unit in a squad. In addition, it further strengthens itself, advancing the action and increasing outgoing damage. With the acquisition of eidolons, it gains mechanics related to performing bonus attacks. | |||
Starting damage dealer with high superpower penetration and skill slowdown. Due to the low cost of the ultimate, it can act as a secondary damage dealer in squads against elite monsters. The wind element scales well with penetration damage, so the character is a good F2P candidate for the group. | |||
An ice swordswoman with high damage against several opponents plays well as a main and secondary DPS. As part of the battle, it is necessary to accumulate levels of “Sigizia” on the girl in order to move into a reinforced stance, where the area of damage and the critical parameter increase. damage, and the skill stops consuming skill points. | |||
A strong damage dealer that depends on the dynamics of your current health. Consumes a certain portion of HP to launch a powerful attack in an area and accumulate stacks of the “Charged” status, with the help of which it then activates a bonus attack and regenerates damage. During the stance, Hellscape does not interact with skill points, which is why it is often present in builds with multiple damage dealers. | |||
A team-demanding, damage-dealing character with devastating damage. It removes the vulnerability bar well, but spends a colossal amount of skill points on strengthening the basic skill. The Imaginary Pathfinder will act as an additional source of action points, and will also help to gain additional benefit from penetration. | |||
The main damage dealer of the Path of Destruction, inflicting vulnerability to its element on opponents and relying on super penetration damage. Offers the Pathfinder high synergy, as it implements its buffs well and keeps enemies in a state of broken vulnerability throughout the battle. Before receiving the first eidolon, it is very expensive in terms of skill points. | |||
A convenient pocket damage dealer that performs the functions of a tank. The tramp girl's ultimate helps her take damage more effectively, while at the same time increasing her bonus attack and the number of opponents who will receive damage. In the fight against many enemies with physical vulnerability, supporting the hero of Harmony will significantly increase Clara's damage. | |||
A quantum damage dealer that plays from the penetration effect. The girl's build is based on maximizing this characteristic, and the gameplay is focused on reducing the enemy's vulnerability bar. The main character of the Path of Harmony is a perfect match for Xuei, as it enhances the penetration effect and increases damage. | |||
A character with area-of-effect skills and an ultimate like “Rebound”. Consuming action points within a team allows the hero to accumulate charges for super attacks up to max. 10 stacks that hit random targets on the field and freeze. Because of this feature, it is most effective against single “dense” opponents. | |||
Despite belonging to a class with AoE abilities, it attacks primarily on one target. The ultimate removes 90 points of durability from enemies' fire vulnerability, so it will demonstrate itself well in a group playing from the penetration effect. In addition, the leader of the Moles deals additional damage with Burning and can act as a secondary DPS. | |||
Secondary-DPS that deals electrical damage in an area. Instead of skill points, the hero spends his own health, so he supports units well with practically “free” damage. Due to decreased health, he needs constant support from defensive supports, especially shield players. | |||
The physical area damage dealer is equipped with two ultimate skill modes, which depend on the current energy. The Pioneer will increase the final damage from the destruction of the stamina bar, but the team will also need “batteries” that replenish the energy of the damage dealer. | |||
A secondary DPS character who prefers to fight against groups of enemies: the number of opponents on the battlefield directly determines the rate of accumulation of charge levels, which allow you to perform bonus attacks. As a skill, assigns an allied character as a “Debt Collector,” which additionally increases his speed by 30 units. When Debt Collector makes an attack, it deals quantum damage equal to Jasper's attack power to each enemy it hits. At the same time, the Debt Collector spends 2% of its max. NR. | |||
Specializes in constantly draining enemy durability, dealing massive damage to all enemies on the battlefield with an enhanced basic attack. Pairs perfectly with Pathfinder in any build due to the increased penetration effect and other equally useful buffs. | |||
Primary-Area DPS, relying on the Lightning Lord's bonus attacks. It reduces the resistance of single targets well, while at the same time it is not deprived of penetration. Since low-speed teams may experience a shortage of skill points, a support that is not demanding on action points will be welcome. | |||
The heroine of the Path of Erudition, whose technique directly depends on the destruction of the opponents’ stamina scale. He can also act as a damage dealer with skill and ultimate, but in the pocket-DPS position he needs to play against the vulnerability of his opponents. The Pathfinder will significantly strengthen the squad with Himeko playing from the bonus attack. | |||
A free ice damage dealer that performs bonus attacks on the entire enemy group. Demonstrates high efficiency in battles with a constant influx of monsters (for example, with boss summoners), in trials "Pure Fiction" and "Sepals". To activate the bonus attack, the enemy's health must be reduced to 50% or below. | |||
A multi-faceted follower of Erudite, whose set of skills includes direct area attacks and periodic Shock damage. Due to the low cost of the superpower, as well as valuable eidolon buffs, it is perfect for the role of a secondary damage dealer with an ultimate. | |||
A quantum damage dealer, not inferior in power to the legendary Zela. Plays on the Jade Dice toss mechanic, which is entirely dependent on luck. For this reason, it can be quite costly in terms of action points and is always welcome in the squad for supports who are undemanding in using the skill. | |||
Like the Pathfinder, it is a support for teams against the penetration effect, but is more versatile due to the increased efficiency of damage to the stamina scale. In combination with Ruan Mei, the Pathfinder (Imaginary) will be useful not only for damage-dealing allied characters, but will also increase the key stat for the explorer. | |||
The Amphoreus Messenger increases the penetration of all resistance types and the damage received by enemies. At the same time, she acts as a secondary damage dealer, dealing damage with a bonus attack and super ability. Due to frequent attacks, she can cause quantum penetration and use the buffs of the main character Harmony. | |||
An extremely convenient and useful epic buffer with damage potential. The girl’s skills with enhancements do not scale based on her personal characteristics, and the skill does a good job of reducing vulnerability in an area and per target. Due to the simplicity of the build, the girl can pay attention to pumping up the penetration effect to help the team with damage. | |||
Like Asta, it has good ultimate damage, and at the same time offers units a critical boost. chance and damage. The main problem with the buffer is the inconvenience of applying positive effects to specific allies due to the lack of action progression. | |||
Legendary damage debuffer from the standard banner. Slows down opponents and delays their actions with his ultimate, and with this skill he perfectly reduces the bar of imaginary weakness. Due to the negative effect, “Conclusion” will perform well in a squad with a Pathfinder, as it will extend the time before stamina is restored. | |||
Despite the fact that Fugue is often a replacement for Pathfinder, they can be combined together and significantly strengthen the main damage dealer who plays from penetration. Both characters increase the necessary stat and allow you to deal super-penetration damage, which will be beneficial for many heroes. | |||
The main damage dealer with an unusual superpower activation mechanic. Receives “Broken Fate” points when a negative status is applied to enemies; 9 stacks are required to use the ult. It also requires the presence of representatives of Nothingness in the squad, but in return it gives a strong ultimate that removes any vulnerabilities of enemies. Due to these features, it can play with the Pathfinder, but only on E1, so as not to lose the damage boost. | |||
A strong debuffer that imposes a ton of negative effects and causes opponents to be weak to the new element, depending on the composition of the group. The superpower not only penetrates well, but also reduces defense, which is why it is relevant in many builds. | |||
Relies on the damage of the Weathering and Arcane DoT statuses, in addition to reducing defense and increasing the damage received by targets. He plays best in builds with characters of similar mechanics, but can act as a debuffer in a variety of groups. | |||
A powerful representative of the Nothingness, whose skills are aimed at applying the “Hot Ash” weakening (considered the DoT status “Burning”, which causes periodic damage of the fire type). Enemies affected by Burning Ash take increased damage. The superpower, in turn, inflicts a high level of damage and also imposes a third-party debuff that increases the damage taken by opponents from ultimate DPS-type skills. | |||
An excellent ally for fighting a tough opponent. Feature of physical penetration in additional. scale from the maximum health of the monster, in addition, the Bleeding applied by Luke also depends on this aspect. Among the character's debuffs you can find an increase in damage received, which is useful in any build. | |||
Secondary-DPS with periodic damage and negative statuses in the area. Using her superpower, the girl “explodes” all applied Burning statuses, speeding up the flow of the battle. Suitable for battles with crowds of enemies with a fire weakness, and will also perform well in battles with the boss. | |||
A support with a massive defense reduction, as well as a small consumption of action points. Relevant in any team due to its universal ultimate. | |||
Support for DoT mechanics, increasing damage from periodic damage. Sampo inflicts multiple Weather statuses with a skill that hits random enemies on the field. Also good at penetrating area vulnerability and will benefit from the penetration effect. | |||
A reliable defensive support that redirects most of the incoming damage to itself. Thanks to passive effects, it heals, increases the chance of crit and allows you to avoid crowd control effects. Along with the team, he participates in reducing the weakness bar, carrying out attacks with a basic strike and ultimate. | |||
A secondary damage dealer with a bonus attack and a powerful shield fighter. The hero's damage and shields are scaled by the defense parameter, which simplifies the damage-dealing character build. Problems may arise with the set of “Blind Bets” levels, which can be obtained by attacking monsters on allies. The Trailblazer, on the other hand, plays away from attacks on enemies with a broken vulnerability and delays their actions. | |||
One of the strongest shield fighters in the game, imposing powerful barriers on the team. Most often he acts as the only defensive support, since characters in a team with him do not need healing. This skill can freeze enemies, delaying their actions in the turn queue. | |||
Starting follower of Conservation with good shields and a lot of useful skills. Places shields on allies, increasing their likelihood of being attacked, and launches retaliatory strikes against enemies. With open traces and eidolons, he gains the ability to remove negative statuses and heal allies under the shield. | |||
A healer with a healing skill like “Rebound”. She is not endowed with the ability to remove negative statuses, but she can resurrect characters in the team and heals even the most serious damage quite well. Extremely requires constant use of the superpower to constantly maintain “Cheerfulness”. | |||
Healer with healing dependent on attack power characteristics. Creates a “Magic Circle” on the field, thanks to which all characters on the team regenerate damage after striking opponents. Can remove buffs from enemies and debuffs from teammates, and also deals damage with an ultimate skill. | |||
One of the best healers with good “free” out-of-turn healing, mass skill healing and superpower buffs. Removes negative statuses after treatment, and regeneration occurs at the time of using the ult, at the beginning of the turn and after using the skill. | |||
A support with a variety of functions: heals, deals area damage and applies a weakening that increases damage from penetration. During combat, summons an assistant, which is a bonus attack. Due to this creature, it additionally heals, deals damage outside of the turn and removes debuffs. | |||
An unusual representative of Abundance, whose healing has no scaling, but works great with area attacks. During the leveling process, it focuses on gaining the maximum healing bonus and penetration effect. In combat, it imposes a negative effect that provides healing and increases penetration damage. | |||
One of the best epic healers with periodic, mass and instant healing. It has the unusual feature of increasing the taunt of characters in the Path of Preservation and Destruction, so it is not recommended for teams with poorly leveled heroes of these classes. | |||
Starting healer, which can be obtained for completing the quest “Lying Among the Rust”. It is an analogue of the Lynx with fewer buffs. |
Top Teams
With the characters considered, you can make the following groups:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
The group with Firefly is distinguished by a high compatibility of heroes with each other:
| ||||
The Cyborg Cowboy plays in similar mechanics to the Pathfinder (Imaginary) and is the priority damage dealer in his group: the hero's effectiveness on the field depends on penetrating the vulnerability of monsters, as well as hitting enemies with damaged durability. Fugue allows you to get additional increases to the penetration effect and reduce defense (can be replaced with Silver Wolf). Gallagher is suitable as a healer, increasing the damage from penetration after activating the ultimate. In the absence of a bartender, it is worth considering supports that match the enemy's weaknesses or increase the SV's chance of inflicting the desired vulnerability. | ||||
A team with Rappa, who acts as a main DD and specializes in destroying a group of opponents by constantly breaking through vulnerability. Since it is important for the heroine to ult as often as possible to go into a special state and activate an enhanced basic attack, it is optimal to complement the build with Tingyun or Fugue, as well as Hoho. However, Lingsha is also a great fit for the healer. | ||||
The main damage dealers of the group are a strong combination, playing from penetration and reducing the health of monsters with bonus attacks. To launch the Himeko technique, you need to remove 3 bars of enemy durability, while Gerta attacks monsters with half health and below. Tribby, in turn, in addition to causing damage, applies buffs. Outside of "Pure Fiction", it is more advisable to put Asta with convenient team buffs. The pioneer complements the group with constant "super-penetration damage", and Locha with super-ability damage can become a defender. | ||||
A group with Blade or Jingliu can easily cope with any combat content due to high mass damage. Ruan Mei increases the penetration efficiency and introduces additional ice damage, Pela is necessary to reduce the resistance of monsters. Pathfinder focuses on generating skill points, while Fu Xuan provides strong defense and critical chance buffs. | ||||
A team with a powerful area damage dealer with a skill and ultimate. Sparkle helps to deal high damage and not experience a lack of skill points, and in case of energy problems with the main damage dealer, Tingyun is deployed. Tribby is used for additional damage and buffs for all allies. Pathfinder helps to remove stamina and accumulate skill points, Hoho additionally fills energy and increases attack power, plus heals if necessary. | ||||
A team that plays from bonus attacks will be strengthened well by the effect of "Backup Dancer", as it has a good penetration in one cycle of the battle. Silver Wolf will help in imposing weakenings, and Topaz will increase the damage of the bonus attack and bring additional damage. Together with Aventurine, a good mono-elemental pack can be formed, while Linsha/Gallagher will give additional debuffs and increase the damage from penetration. | ||||
Acheron is distinguished by ignoring enemy weakness types and depleting any toughness with his ultimate skill. Path of Oblivion debuffers help with stacking Shattered Dream charges, they also reduce defense and remove vulnerability for one target or area. The Pathfinder often uses a normal attack to generate skill points. | ||||
A team where Clara is the main damage dealer may often need additional sources of damage. The pioneer will help the tramp girl with passive “super penetration damage”, and the rest of the supports will reduce the defense of monsters or increase attack power and pour energy. Hoho will do better as a healer due to his off-turn healing and “free” removal of debuffs. | ||||
Various variations of one of the strongest “monoquant” builds are built around damage dealers of the corresponding element. What is important for Xueyi is a gradual decrease in stamina, which Ruan Mei will help with. Qingque and Zele are more in need of buffs and Twilight's unlimited supply of skill points. Pathfinder (Imaginary) will strengthen all allies when enemy shields are broken, and Fu Xuan/Lynx will ensure survivability. |
Offering for consideration a detailed guide to the Imaginary Pioneer in Honkai: Star Rail, it is impossible not to consider F2P units:
Character 1 | Character 2 | Character 3 | Character 4 | Features |
---|---|---|---|---|
Budget build against "dense" enemies. Damagers have a good reduction in vulnerability from their ultimate (90), and also attack with elements with high penetration damage scales. Representatives of Harmony with increased attack power and speed are suitable as a buffer. In place of the healer, it is worth placing Gallagher, who increases penetration damage; Natasha is a suitable replacement. | ||||
Damage over time damage dealers rely heavily on damage from negative statuses, but can be further boosted by “super penetration damage.” The main point when creating a group: the characters must match the weaknesses of their opponents and have a high level of pumping. The remaining characteristics for mechanics unusual for them will be increased by the Pioneer (Imaginary). | ||||
F2P build with main DPS Paths of Destruction. Misha and Arlan use skills to gain personal buffs, ult charges, or health reduction. Yukun acts as a crit-buffer damage dealer, deals good damage from his ultimate and reduces the stamina bar. Replacing with Gallagher will increase the group's survivability and penetration damage; the presence of a bartender will additionally allow the placement of March 7. In his absence, preference is given to Natasha. |
How to play as the Mock Pioneer
GG Harmony is extremely easy to use, since most buffs work passively, that is, they are activated immediately upon entering the battle and end after several turns or remain in effect until the end of the battle. Of the enhancements, it is necessary to maintain only the “Spare Dancer” effect, using the ultimate once every 3 actions.
Depending on the team's expenditure of skill points, the number of enemies and whether they have a weakness to the imaginary element, it is necessary to make a choice in favor of a skill or a basic strike. When fighting a boss, the priority is a skill that effectively reduces the stamina bar, but against a group of monsters you should use a basic strike more often. It is also important to adapt to the needs of the team, giving up skill points to damage dealers and supports with more unique (de-)buffs.
Rotation
When playing as the Mock Pathfinder, consider the following tips when creating your rotation:
- The hero's technique offers allies an increase in the penetration effect for 2 turns, which is not always useful at the beginning of the battle. The skill should be used when the enemy group contains ordinary enemies. Against bosses, the duration of the boost may not be enough to destroy the scale, so limited technology points should be spent wisely.
- On your hero's turn, use a basic attack. If you are experiencing an acute lack of energy, alternate skill with skill, focusing on opponents with vulnerability to the hero element.
- Use your ultimate before the first penetration of the vulnerability so that your ally deals high damage. Characters following the damage dealer in line will deal additional “super penetration damage” to an opponent with a destroyed fortitude bar.
- Keep track of the duration of the "Reserve Dancer" status. Ideally, the buff should be maintained throughout the battle, but for the optimal bonus it is enough to use the superpower before the moment the vulnerability scale is broken.
Conclusion on the character
The Pathfinder Imaginary in HSR is a versatile, but at the same time highly specialized buffer for the Path of Harmony. The character offers the team enhancements that can be implemented in any battle scenario, since the basis of his mechanics is the increase in damage from the destruction of a vulnerability. For this reason, any squad will be able to increase DPS through cooperation with GG Harmony, but the best match for the hero is made up of damage dealers focused on breaking through.
Among the significant advantages, it is worth noting the simple assembly and rotation, since the hero is focused exclusively on the ultimate without additional scales. During the battle, the Imaginary GG permanently provides an increase to the key characteristic, and the activated buff is contained only in the superpower. However, to increase the “support” potential, the hero needs equipment with additional effects to strengthen the team.
We hope we helped you put together the best build for the Pioneer Imaginary in Honkai: Star Rail. IN comments ask any questions about the character so that the author or other players can help. Follow useful articles on HSR in the relevant sections of our website: passing, guides, builds, ENT or news.
Questions and answers on the Imaginary Pioneer in HSR
How to get the Imaginary Pathfinder in Honkai: Star Rail?
Pioneer Imaginary is unlocked during the Penaconia story campaign.
What are the main skills of the Imaginary Pathfinder?
The main specialty of a buffer is to strengthen the team by increasing the characteristics of the penetration effect and additional damage through the “super penetration damage” mechanic.
What active skills does the Imaginary Pathfinder have?
Technique “Now! Solo Troupe!”, basic attack “Swing Etiquette”, skill “Rain of Interlude Gifts”, super ability “Noisy Parade of Lanterns”.
What is the procedure for leveling up the abilities of the Imaginary Pathfinder?
Superpower ≥ Talent > Skill = Basic Attack.
What are the best eidolons for the Pathfinder Imaginary?
The best constellations of the Pioneer Imaginary are the first, second and fourth.
How many resources are needed to level up the Imaginary Pathfinder?
3 credits; 226 traveler's guides; 200 adventure journals; 289 travel meetings; 3 Thief Instincts; 3 distorted ambitions; 40 will of the conqueror; 55 heavenly notes; 57 celestial interludes; 12 heavenly melodies; 54 bottomless ecoplasm; 105 imprints of fate; 28 past wormhole disasters.
What is the signature Light cone for the Pioneer Imaginary?
The Pathfinder has no sign.
What is the best light cone for the Pathfinder Imaginary?
“Reflection of the Past Me”, “The Battle Is Not Over”, “The Battle Is Not Over”, “Dance! Dance! Dance!”, “The Adventures of Dreamville,” “Rendezvous with the Stars,” “Memories of the Past,” “Interlocking Gears.”
What are the best relics for the Illusive Pathfinder?
Cave Relics: "Clockmaker of Sleepy Machinations", "Herald Wandering in Hackerspace", "Thief of the Falling Meteor", "Shooter of Wild Wheat". Planar Ornaments: "Broken Keel", "Fleet of the Ageless", "Living Vonvak", "Dreamland of Penakonia", "Mermaid, Drowned Shores", "Talia - Land of Bandits".
What are the best characters for Pioneer Imaginary?
Boothill, Seele, Dr. Ratio, Topaz, Yanqing, Sushan, Dan Heng, Jingliu, Blade, Moon Eater, Clara, Xueyi, Misha, Hook, Arlan, Rappa, Argenti, Jing Yuan, Himeko, Gerta, Serval, Qingque, Ruan Mei, Asta, Yukun, Fuga, Welt, Acheron, Silver Wolf, Black Swan, Luca, Guinaifen, Pela, Sampo, Fu Xuan, Aventurine, Cheetah, March 7, Bailu, Locha, Hoho, Gallagher, Lynx, Natasha.